Ideas for botany/kitchen/bar

A place to record your ideas for the game.
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firecage
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Joined: Thu Apr 17, 2014 4:22 pm
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Ideas for botany/kitchen/bar

Post by firecage » #21492

So, do you guys have any ideas for Hydroponics, the kitchen, and the bar?
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Kyrah Abattoir
Joined: Sun Jul 27, 2014 9:38 am
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Re: Ideas for botany/kitchen/bar

Post by Kyrah Abattoir » #21668

Is there any way we could move away from the 'hard failures' in cooking where your steak is a burnt mess just because you forgot to add pepper?

I do realize this is not as easy as it sounds and would most likely require a complete overhaul of the cooking system, but it would be nice to have qualities to a dish based on the accuracy of the recipe.
Most food categories start with a specific item: burgers all have 5 flour (excepted the super bite), all the breads have 15 flours (minus the baguette), all the pizzas have 10 flour, all the pasta recipes use 1 unit of pastas, so there is definitely a way to detect which recipe you tried to do and apply a penalty because you did not do the recipe spot on.

What this penalty would do? Lessened sustenance, maybe a chance of vomiting it all out? A fuzz factor could be added to recipes every round so chefs would have to experiment a little bit to find the perfect balance of ingredients (the ingredient would be the same but their ratio would change from round to round).
Rose-chan
Joined: Tue Jun 17, 2014 8:00 am

Re: Ideas for botany/kitchen/bar

Post by Rose-chan » #21675

Here's some ideas for botany:

Potted Plants
Use sandstone to create pots which can be used to grow plants anywhere; possibly caps harvests at one.

Bury Items in Dirt
Hide items in piles of dirt by clicking on the dirt with the item in hand. Unearth them with the spade.

Demonthistle
Worthless Starthistle can be mutated into Demonthistle, which contains unstable mutagen.

Honking Bush
Put a clown's bike horn in the Seed Extractor to create Honking Bush seeds. These grow more horns for the clown to honk.
kosmos
Joined: Tue Apr 22, 2014 2:59 pm
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Re: Ideas for botany/kitchen/bar

Post by kosmos » #21678

Is the food overhaul going to reach all the way to hunger and vending machine foods?

I'd like to see the Chef have more customers, and a new reason for Chef to cook except for roleplaying.
Right now crew has no reason to eat the Chef's cookings, because:
1. They can just quickly eat two 4no Raisins from their nearest vending machine and they come from 'starving' to 'full'.
2. Chef's food could be poisoned.

What if we make the Chef's food give a buff of some sort, like giving a small movement speed increase or something, to encourage people to eat the food and the Chef to make em! ...or nerf the vending machine food, which could backfire and make hunger extremely annoying and even more littering on low-pop rounds.
Alex Crimson
Joined: Fri Apr 18, 2014 1:05 pm
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Re: Ideas for botany/kitchen/bar

Post by Alex Crimson » #21681

Nerf vending machines and give us the ability to poison them somehow. Maybe also make drinking more important and give the Bartender more non-alcoholic stuff to serve.
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Kyrah Abattoir
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Re: Ideas for botany/kitchen/bar

Post by Kyrah Abattoir » #21684

Vending machine food has pretty strong preservers (toxicity?) you shouldn't just eat that. Nutrients from snacks should probably be nerfed too.
Lo6a4evskiy
Joined: Fri Apr 18, 2014 6:40 pm
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Re: Ideas for botany/kitchen/bar

Post by Lo6a4evskiy » #21692

Food should change how fast nourishment goes away. So if you eat junk food it will fill you up, but quickly diminish. Plus it may give you some debuffs because healthy food is very important, kids.

Well, something sure should be done about vending machines.
Cipher3
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Re: Ideas for botany/kitchen/bar

Post by Cipher3 » #21702

Food Removal 2014
Adds almost no gameplay value.
Chef/kitchen adds some RP value.

Also fix the bad drunk mechanics 2014.
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kosmos
Joined: Tue Apr 22, 2014 2:59 pm
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Re: Ideas for botany/kitchen/bar

Post by kosmos » #21764

Cipher3 wrote:Also fix the bad drunk mechanics 2014.
Oh god yes pls.
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